Not all heroes are created equal. Many adventurers pick up swords or call upon strange powers in times of trouble, yet only a few are chosen by fate or the gods to change the course of history. These are mythic heroes—legendary figures whose every footstep shakes the heavens. With Pathfinder Roleplaying Game: Mythic Adventures, it’s your turn to change the world. Choose a mythic path and take on unbelievable powers by completing mythic trials tied to your character’s story. Each mythic path works in parallel with your character class, allowing you to continue advancing in your chosen calling even as you seek a greater destiny. Best of all, you can start playing a mythic character at any point—even as early as 1st level!
Pathfinder Roleplaying Game: Mythic Adventures is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and open playtests featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
Pathfinder Roleplaying Game: Mythic Adventures is a 256-page hardcover book that includes:
Complete rules for playing mythic characters of six different paths: archmage, champion, guardian, hierophant, marshal, and trickster.
New mythic feats for every class, such as Powerful Shape, which allows druids to transform into enormous animals, or Deadly Stroke, which lets a mythic character dispatch even a formidable enemy with a single blow.
A whole grimoire of new and supercharged spells. Bring down a castle with a mythic meteor swarm, transform the landscape with terraform, or make every memory and record of someone disappear with mythic modify memory!
Tons of monsters enhanced with mythic abilities and ready to challenge your heroes, from dragons to vampires!
A hoard of new mythic magic items and artifacts. Brandish the sword of inner fire, capable of burning even elemental creatures, or turn your enemies to stone with the medusa-headed shield aegis!
A complete mythic adventure for 7th-level characters.
Advice on running a mythic game and forging your own legends.
I was thrilled at the concept of this book. Sometimes the story, the characters, need to step up to a more rareified level and really bring the oomph and this book provides the oomph. I especially love some of the little pieces added therein that make a mythic adventure less roll-play and more role-play; the concept that mythic power can simply go away, that the leveling of tiers is solely up to the DM, that in fact much of the advancement and introduction should be story-based.
Loved all of that.
But for what I didn't love.
1. The powers offered are wildly inconsistent in effectiveness. I don't mean powers that are taking for a roleplaying reason. I mean powers that are obviously crunch-based when compared to another crunch power and you cannot fathom how one is supposed to anywhere near equal another. The same with the feats.
2. The very limited scope of mythic paths. I get that this is the intro book and we cannot get a ton of paths right off the bat, but really, six paths? Only 37 pages of path descriptions and powers out of 250+ pages? I've played more characters that wouldn't fit into these paths thematically than would.
3. Mythic monsters takes 57 pages and could have been done in 10. Paizo has been awesome about not reprinting crunch from one book to another, really guaranteeing the value you get in a book. But the monsters presented are basically mythic versions of creatures we all know already. And the mythic build rules for creatures are simple enough (a good thing!) that all we really needed was one example.
So, I like the idea, was a little less than thrilled with the execution, but I am awaiting more.
Here is why I like it. The system is so flexible that a GM can attach the rules to his or her game anywhere, anytime. Additionally, said GM can pace advancement to fit his or her campaign. Want PCs that are only marginally more powerful than standard PCs? Simply space or limit the number of trials.
Walks like its mythic, quacks like its mythic. It's mythic.
Mythic Adventures is a very good book and it offers a lot of new and interesting options for players. I really like the idea of being able to improve abilities in ways that aren’t linked to experience points (now I just wish there were a way to do that with skills so that you could have highly-skilled NPCs who aren’t also accomplished combatants) and base attack bonus. However, I don’t think the book achieves its desired aim of adding an overall special feel to the mythic characters. Apart from the way they gain their powers, there really isn’t anything that makes them stand out from, or be any “better” than non-mythic characters. A low-level mythic character is no more likely to change the world than a non-mythic character of just slightly higher level. Where the book really excels though is in creating options for high-level characters. Mythic makes an excellent substitute and replacement for epic levels. A 20th-level character with 10 mythic tiers is truly a force to behold and one that really does stand out above the rest of the world.
While the artwork and fluff is up to a fairly good standard, there were numerous typos and errors which made the book confusing at times (tier 3 abilities listed in tier 1, for example.)
Some of the inherent imbalances in non-mythic are unfortunately amplified here. A mythic feat for a +1 bonus to attack or a feat that grants an automatic natural 20 on your init roll? Non-mythic feat taxes get their mythic equivalents here instead of having them dropped or replaced. Though I can see the rationale as this is a supplement to the standard character progression. The books says clearly "Mythic is not epic."
The gap between full casters, pet casters and non-casters get broadened quite a bit. Though granted there are certainly some choice picks for martials.
All in all a good solid way to really flesh out the feeling of being a "hero" (or anti-hero) in a group of heroes :)
I have thoroughly enjoyed this book. I think it's doing a new system of play fantastically, rather than just adding on levels at the end of a campaign. I like that advancement is left to the GM to determine and the overall feel of the book. I look forward to bringing Mythic into the Carrion Crown game I plan to run.